/*
 *  Version 1.0.0 - First Version 
 * 
 * 
 * 
 * 
 * 
 * 
*/ 
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace WorldBuilder
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class WorldBuilder : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        GraphicsDevice device;
        SpriteBatch spriteBatch;
        XMLWriter XMLwriter;
        XMLReader XMLreader;
        LevelData ldata;

        public WorldBuilder()
        {
            graphics = new GraphicsDeviceManager(this);
            device = graphics.GraphicsDevice;
            Content.RootDirectory = "Content";
            ldata = new LevelData(0, 256, 256, 32, 32);
           // ldata = new LevelData(2, 10, 10, 10,device);
            ldata.SetDescription("This is a test level 2d");
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            XMLwriter = new XMLWriter();
            XMLreader = new XMLReader("Levels\\Sample2D.xml");
          //  XMLwriter.WriteLevelData(ldata);
            XMLwriter.WriteLevelData_2D(ldata);


            XMLreader.ReadLevelData_2D();

  

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
